chore(history): squash 67 commit(s) from 2026-09-25
- feat(accounts): persist device links with opaque hashed tokens, list and revoke endpoints - feat(frontend): app shell, routing and landing page with the chat-command hero - feat(frontend): Cyrillic-first fonts (Unbounded, Onest, JetBrains Mono); add i18next and motion - docs: free mod, bilingual site, one-click download, theme editor, public profiles, rich landing in plans - feat(accounts): internal gRPC AuthenticateDevice guarded by internal key - feat(frontend): ru/en i18n with typed per-feature dictionaries and language switch - feat(accounts): GET /me profile endpoint - feat(gateway): scaffold crate with config validation and health check - feat(gateway): reverse proxy to accounts and configs services - feat(gateway): resolve identity once from access JWT or device token via gRPC - feat(gateway): per-route and global rate limits with Retry-After - feat(gateway): CORS for the site origin; docs for gateway and internal contract - feat(configs): scaffold service with schema, config validation and health check - feat(configs): four config slots per account with list, get and save - feat(configs): permanent share codes with regenerate and public load-by-code - feat(accounts): GetPublicProfiles gRPC for showcase author info - style(accounts,common): apply rustfmt to existing sources - feat(configs): public showcase with publish, browse, detail and copy-to-slot - feat(backend): public profile endpoint and showcase author filter - fix(gateway): silence clippy collapsible-if and needless-ref warnings - docs(backend): configs-service implemented; Подсистема 1 backend complete - feat(mod): add Optimize module skeleton with OptimizeState holder - feat(mod): gate glass blur behind Optimize no_glass knob - feat(mod): cut MotionBlur and DoF sample counts behind lite_post knob - feat(mod): trim procedural sky noise behind lite_sky knob - feat(mod): drop fade gradients and digit rolls behind lean_hud knob - docs(todo): mark Optimize module phase 9.2 complete - refactor(mod): drop dead Renderer2D compatibility shims - refactor(mod): prune unreachable Renderer2D overload towers - refactor(mod): remove unused Renderer2D overloads and imports - docs(todo): mark Renderer2D giant-splitting done (2179 to 1597) - refactor(mod): extract shader id constants from LoVisualRenderPipelines - docs(todo): record registry wave 2026-09-25 (Renderer2D, pipelines) - refactor(mod): move Renderer2D instance state into base class - refactor(mod): extract Renderer2DRounded drawing family - refactor(mod): extract Renderer2DPath connector and chamfer family - refactor(mod): extract Renderer2DShapes circle line and texture primitives - refactor(mod): extract Renderer2DGlass and Renderer2DItem families - refactor(mod): prune Renderer2D imports after facade split - docs(todo): record Renderer2D facade inheritance split (1597 to 475) - docs: easter eggs — .env honeypot, konami troll mode, devtools banner, IDDQD config, breakable 404 block, 418 teapot - feat(mod): introduce surface style system core (SurfaceStyle, StyleSpec, StyleConfig, SurfaceRenderer) - refactor(mod): delegate HudRenderUtil liquid glass draws to SurfaceRenderer (dedupe glass constants) - refactor(mod): route bespoke glass call sites through SurfaceRenderer.plateSpec - feat(mod): add Auto option to HUD bg effects via shared HudBgStyles resolution - feat(mod): flat fallback for no-glass optimize mode and persist global HUD config - feat(mod): default HUD bg effects to Auto so the global surface style drives widgets - feat(mod): add global cycle-style hotkey with surface style notification - feat(mod): add surface style swatch strip under the global style picker - feat(gateway): reject ambiguous paths and answer .env probes with a honeypot - fix(gateway): charge failed credentials against the rate limit, allow stale ones on /auth - feat(frontend): ClickGui theme pipeline generated from the mod, live site theming - feat(frontend): landing v2 hero — voxel/particle backdrop, live ClickGui, theme strip - docs(todo): drop the FPS A/B measurement from phase 9.3, close phase 9 - feat(gateway): answer /coffee with a 418 teapot - feat(frontend): land the rest of landing v2 — HUD, module wall, showcase, FAQ, footer - feat(frontend): one-click download from GitHub releases, changelog page, release CI - feat(frontend): theme editor with live ClickGui preview, mod-compatible export and share links - fix(frontend): landing HUD playground now shows real mod widgets (fps, coordinates, module list, keybinds, ping) - style(frontend): apply ClickGui glass effect to landing HUD playground widgets - fix(frontend): prevent color field row overflow in theme editor grid - fix(frontend): never attach stale bearer token to /auth/* requests - fix(configs): unpublish/publish can no longer bypass moderation - refactor(accounts): shrink auth/handlers.rs under the 250-line cap - fix(accounts): tolerate concurrent refresh without killing every session - fix(gateway): minor hardening from the backend review - feat(configs): IDDQD easter egg config
This commit is contained in:
parent
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commit
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257 changed files with 13085 additions and 6582 deletions
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@ -202,6 +202,15 @@
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"setting.main_config.backdoorAllowLocalHttpWhenServerLocal": "Allow local HTTP on local server",
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"setting.main_config.backdoorAllowedTranslationPacks": "Allowed translation packs",
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"setting.main_config.backdoorAllowedKeybinds": "Allowed keybinds",
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"setting.style.surfaceStyle": "Surface style",
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"setting.style.surfaceStyle.option.glass": "Glass",
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"setting.style.surfaceStyle.option.blur": "Blur",
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"setting.style.surfaceStyle.option.flat": "Flat",
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"setting.style.surfaceStyle.option.outline": "Outline",
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"setting.style.surfaceStyle.option.none": "None",
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"setting.style.switchMs": "Style switch duration",
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"setting.style.animateSwitch": "Animate style switch",
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"setting.style.cycleStyle": "Cycle style bind",
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"setting.common.inventory.swap_policy": "Swap policy",
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"setting.common.inventory.swap_policy.option.NONE": "None",
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"setting.common.inventory.swap_policy.option.GRIM_STRICT": "Grim strict",
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@ -812,6 +821,7 @@
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"setting.draggable.scoreboard.scoreboard_color_mode.option.Theme": "Theme",
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"setting.draggable.scoreboard.scoreboard_color_mode.option.Custom": "Custom",
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"setting.draggable.scoreboard.scoreboard_bg_effect": "Background effect",
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"setting.draggable.scoreboard.scoreboard_bg_effect.option.Auto": "Auto",
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"setting.draggable.scoreboard.scoreboard_bg_effect.option.None": "None",
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"setting.draggable.scoreboard.scoreboard_bg_effect.option.Blur": "Blur",
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"setting.draggable.scoreboard.scoreboard_bg_effect.option.Glass": "Glass",
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@ -1923,6 +1933,7 @@
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"setting.draggable.triangulator.triangulator_color_mode.option.Theme": "Theme",
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"setting.draggable.triangulator.triangulator_color_mode.option.Custom": "Custom",
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"setting.draggable.triangulator.triangulator_bg_effect": "Background effect",
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"setting.draggable.triangulator.triangulator_bg_effect.option.Auto": "Auto",
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"setting.draggable.triangulator.triangulator_bg_effect.option.None": "None",
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"setting.draggable.triangulator.triangulator_bg_effect.option.Blur": "Blur",
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"setting.draggable.triangulator.triangulator_bg": "Background",
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@ -2122,6 +2133,7 @@
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"setting.common.color_mode.option.theme": "Theme",
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"setting.common.color_mode.option.custom": "Custom",
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"setting.common.bg_effect": "Background effect",
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"setting.common.bg_effect.option.Auto": "Auto",
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"setting.common.bg_effect.option.none": "None",
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"setting.common.bg_effect.option.blur": "Blur",
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"setting.common.bg_effect.option.glass": "Glass",
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@ -2151,6 +2163,7 @@
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"setting.common.admins_bg": "Background",
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"setting.common.admins_bg_alpha": "Background alpha",
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"setting.common.admins_bg_effect": "Background effect",
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"setting.common.admins_bg_effect.option.Auto": "Auto",
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"setting.common.admins_bg_effect.option.blur": "Blur",
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"setting.common.admins_bg_effect.option.none": "None",
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"setting.common.admins_bg_secondary": "Secondary background",
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@ -2279,6 +2292,7 @@
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"setting.common.cooldowns_bg": "Background",
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"setting.common.cooldowns_bg_alpha": "Background alpha",
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"setting.common.cooldowns_bg_effect": "Background effect",
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"setting.common.cooldowns_bg_effect.option.Auto": "Auto",
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"setting.common.cooldowns_bg_effect.option.blur": "Blur",
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"setting.common.cooldowns_bg_effect.option.none": "None",
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"setting.common.cooldowns_bg_secondary": "Secondary background",
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@ -2514,6 +2528,7 @@
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"setting.common.inventory_bg": "Background",
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"setting.common.inventory_bg_alpha": "Background alpha",
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"setting.common.inventory_bg_effect": "Background effect",
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"setting.common.inventory_bg_effect.option.Auto": "Auto",
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"setting.common.inventory_bg_effect.option.blur": "Blur",
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"setting.common.inventory_bg_effect.option.none": "None",
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"setting.common.inventory_bg_secondary": "Secondary background",
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@ -2545,6 +2560,7 @@
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"setting.common.keybinds_bg": "Background",
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"setting.common.keybinds_bg_alpha": "Background alpha",
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"setting.common.keybinds_bg_effect": "Background effect",
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"setting.common.keybinds_bg_effect.option.Auto": "Auto",
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"setting.common.keybinds_bg_effect.option.blur": "Blur",
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"setting.common.keybinds_bg_effect.option.none": "None",
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"setting.common.keybinds_bg_secondary": "Secondary background",
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@ -2614,6 +2630,7 @@
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"setting.common.media_player_bg": "Background",
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"setting.common.media_player_bg_alpha": "Background alpha",
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"setting.common.media_player_bg_effect": "Background effect",
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"setting.common.media_player_bg_effect.option.Auto": "Auto",
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"setting.common.media_player_bg_effect.option.blur": "Blur",
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"setting.common.media_player_bg_effect.option.glass": "Glass",
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"setting.common.media_player_bg_effect.option.none": "None",
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@ -2680,6 +2697,7 @@
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"setting.common.module_list_bg": "Background",
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"setting.common.module_list_bg_alpha": "Background alpha",
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"setting.common.module_list_bg_effect": "Background effect",
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"setting.common.module_list_bg_effect.option.Auto": "Auto",
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"setting.common.module_list_bg_effect.option.blur": "Blur",
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"setting.common.module_list_bg_effect.option.glass": "Glass",
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"setting.common.module_list_bg_effect.option.none": "None",
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@ -2760,6 +2778,7 @@
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"setting.common.potions_bg": "Background",
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"setting.common.potions_bg_alpha": "Background alpha",
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"setting.common.potions_bg_effect": "Background effect",
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"setting.common.potions_bg_effect.option.Auto": "Auto",
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"setting.common.potions_bg_effect.option.blur": "Blur",
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"setting.common.potions_bg_effect.option.none": "None",
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"setting.common.potions_bg_secondary": "Secondary background",
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@ -2979,6 +2998,7 @@
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"setting.common.target_bg": "Background",
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"setting.common.target_bg_alpha": "Background alpha",
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"setting.common.target_bg_effect": "Background effect",
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"setting.common.target_bg_effect.option.Auto": "Auto",
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"setting.common.target_bg_effect.option.blur": "Blur",
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"setting.common.target_bg_effect.option.glass": "Glass",
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"setting.common.target_bg_effect.option.none": "None",
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@ -3047,6 +3067,7 @@
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"setting.common.tooltip_alpha": "Alpha",
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"setting.common.tooltip_bg_alpha": "Background alpha",
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"setting.common.tooltip_bg_effect": "Background effect",
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"setting.common.tooltip_bg_effect.option.Auto": "Auto",
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"setting.common.tooltip_bg_effect.option.blur": "Blur",
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"setting.common.tooltip_bg_effect.option.none": "None",
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"setting.common.tooltip_bg_gradient": "Background gradient",
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@ -3342,6 +3363,12 @@
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"setting.chinahat.head_top_offset": "Head height",
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"setting.chinahat.head_forward_offset": "Forward offset",
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"setting.chinahat.head_right_offset": "Right offset",
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"module.optimize.name": "Optimize",
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"module.optimize.description": "Manual FPS rubilnik: while it is on — no glass/blur, lighter post-process passes, no noisy procedural sky layers, no per-frame HUD animation overhead.",
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"setting.optimize.no_glass": "No glass/blur",
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"setting.optimize.lite_post": "Light post-process",
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"setting.optimize.lite_sky": "Simple sky",
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"setting.optimize.lean_hud": "Lean HUD",
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"module.fpsoptimizer.name": "FPS Optimizer",
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"module.fpsoptimizer.description": "Manual toggles to cut render cost: vanilla particles, menu background shader, glass/blur, bloom/glow, off-screen entity culling.",
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"setting.fpsoptimizer.disable_particles": "Disable particles",
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@ -748,6 +748,7 @@
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"setting.draggable.scoreboard.scoreboard_color_mode.option.Theme": "Тема",
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"setting.draggable.scoreboard.scoreboard_color_mode.option.Custom": "Кастом",
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"setting.draggable.scoreboard.scoreboard_bg_effect": "Эффект фона",
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"setting.draggable.scoreboard.scoreboard_bg_effect.option.Auto": "Авто",
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"setting.draggable.scoreboard.scoreboard_bg_effect.option.None": "None",
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"setting.draggable.scoreboard.scoreboard_bg_effect.option.Blur": "Blur",
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"setting.draggable.scoreboard.scoreboard_bg_effect.option.Glass": "Glass",
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@ -1608,6 +1609,15 @@
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"clickgui.hints.settings_panel.hide": "Alt+H - скрыть подсказки",
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"setting.main_config.clickGuiModulesHints": "Подсказки ClickGUI",
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"setting.main_config.clickGuiHudEditorHints": "Подсказки HUD-редактора",
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"setting.style.surfaceStyle": "Стиль подложки",
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"setting.style.surfaceStyle.option.glass": "Стекло",
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"setting.style.surfaceStyle.option.blur": "Блюр",
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"setting.style.surfaceStyle.option.flat": "Матовый",
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"setting.style.surfaceStyle.option.outline": "Контур",
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"setting.style.surfaceStyle.option.none": "Нет",
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"setting.style.switchMs": "Длительность смены стиля",
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"setting.style.animateSwitch": "Анимация смены стиля",
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"setting.style.cycleStyle": "Бинд смены стиля",
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"clickgui.hints.settings.configs.rename": "Клик по имени - переименовать конфиг",
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"screen.lovisual.alt_manager.title": "Менеджер аккаунтов",
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"screen.lovisual.alt_manager.account_panel": "Менеджер аккаунтов",
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@ -1723,6 +1733,7 @@
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"setting.draggable.triangulator.triangulator_color_mode.option.Theme": "Тема",
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"setting.draggable.triangulator.triangulator_color_mode.option.Custom": "Свой",
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"setting.draggable.triangulator.triangulator_bg_effect": "Эффект фона",
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"setting.draggable.triangulator.triangulator_bg_effect.option.Auto": "Авто",
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"setting.draggable.triangulator.triangulator_bg_effect.option.None": "Нет",
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"setting.draggable.triangulator.triangulator_bg_effect.option.Blur": "Блюр",
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"setting.draggable.triangulator.triangulator_bg": "Фон",
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@ -1926,6 +1937,7 @@
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"setting.common.color_mode.option.theme": "Тема",
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"setting.common.color_mode.option.custom": "Свой",
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"setting.common.bg_effect": "Эффект фона",
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"setting.common.bg_effect.option.Auto": "Авто",
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"setting.common.bg_effect.option.none": "Нет",
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"setting.common.bg_effect.option.blur": "Блюр",
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"setting.common.bg_effect.option.glass": "Стекло",
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@ -1955,6 +1967,7 @@
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"setting.common.admins_bg": "Фон",
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"setting.common.admins_bg_alpha": "Альфа фона",
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"setting.common.admins_bg_effect": "Эффект фона",
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"setting.common.admins_bg_effect.option.Auto": "Авто",
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"setting.common.admins_bg_effect.option.blur": "Блюр",
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"setting.common.admins_bg_effect.option.none": "Нет",
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"setting.common.admins_bg_secondary": "Вторичный фон",
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@ -2083,6 +2096,7 @@
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"setting.common.cooldowns_bg": "Фон",
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"setting.common.cooldowns_bg_alpha": "Альфа фона",
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"setting.common.cooldowns_bg_effect": "Эффект фона",
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"setting.common.cooldowns_bg_effect.option.Auto": "Авто",
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"setting.common.cooldowns_bg_effect.option.blur": "Блюр",
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"setting.common.cooldowns_bg_effect.option.none": "Нет",
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"setting.common.cooldowns_bg_secondary": "Вторичный фон",
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@ -2318,6 +2332,7 @@
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"setting.common.inventory_bg": "Фон",
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"setting.common.inventory_bg_alpha": "Альфа фона",
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"setting.common.inventory_bg_effect": "Эффект фона",
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"setting.common.inventory_bg_effect.option.Auto": "Авто",
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"setting.common.inventory_bg_effect.option.blur": "Блюр",
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"setting.common.inventory_bg_effect.option.none": "Нет",
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"setting.common.inventory_bg_secondary": "Вторичный фон",
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@ -2349,6 +2364,7 @@
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"setting.common.keybinds_bg": "Фон",
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"setting.common.keybinds_bg_alpha": "Альфа фона",
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"setting.common.keybinds_bg_effect": "Эффект фона",
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"setting.common.keybinds_bg_effect.option.Auto": "Авто",
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"setting.common.keybinds_bg_effect.option.blur": "Блюр",
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"setting.common.keybinds_bg_effect.option.none": "Нет",
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"setting.common.keybinds_bg_secondary": "Вторичный фон",
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@ -2418,6 +2434,7 @@
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"setting.common.media_player_bg": "Фон",
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"setting.common.media_player_bg_alpha": "Альфа фона",
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"setting.common.media_player_bg_effect": "Эффект фона",
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"setting.common.media_player_bg_effect.option.Auto": "Авто",
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"setting.common.media_player_bg_effect.option.blur": "Блюр",
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"setting.common.media_player_bg_effect.option.glass": "Стекло",
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"setting.common.media_player_bg_effect.option.none": "Нет",
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@ -2484,6 +2501,7 @@
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"setting.common.module_list_bg": "Фон",
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"setting.common.module_list_bg_alpha": "Альфа фона",
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"setting.common.module_list_bg_effect": "Эффект фона",
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"setting.common.module_list_bg_effect.option.Auto": "Авто",
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"setting.common.module_list_bg_effect.option.blur": "Блюр",
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"setting.common.module_list_bg_effect.option.glass": "Стекло",
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"setting.common.module_list_bg_effect.option.none": "Нет",
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@ -2564,6 +2582,7 @@
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"setting.common.potions_bg": "Фон",
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"setting.common.potions_bg_alpha": "Альфа фона",
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"setting.common.potions_bg_effect": "Эффект фона",
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"setting.common.potions_bg_effect.option.Auto": "Авто",
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"setting.common.potions_bg_effect.option.blur": "Блюр",
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"setting.common.potions_bg_effect.option.none": "Нет",
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"setting.common.potions_bg_secondary": "Вторичный фон",
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@ -2783,6 +2802,7 @@
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"setting.common.target_bg": "Фон",
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"setting.common.target_bg_alpha": "Альфа фона",
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"setting.common.target_bg_effect": "Эффект фона",
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"setting.common.target_bg_effect.option.Auto": "Авто",
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"setting.common.target_bg_effect.option.blur": "Блюр",
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"setting.common.target_bg_effect.option.glass": "Стекло",
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"setting.common.target_bg_effect.option.none": "Нет",
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@ -2851,6 +2871,7 @@
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"setting.common.tooltip_alpha": "Альфа",
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"setting.common.tooltip_bg_alpha": "Альфа фона",
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"setting.common.tooltip_bg_effect": "Эффект фона",
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"setting.common.tooltip_bg_effect.option.Auto": "Авто",
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"setting.common.tooltip_bg_effect.option.blur": "Блюр",
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"setting.common.tooltip_bg_effect.option.none": "Нет",
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"setting.common.tooltip_bg_gradient": "Градиент фона",
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@ -3133,6 +3154,12 @@
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"setting.chinahat.head_top_offset": "Высота на голове",
|
||||
"setting.chinahat.head_forward_offset": "Смещение вперёд",
|
||||
"setting.chinahat.head_right_offset": "Смещение вправо",
|
||||
"module.optimize.name": "Оптимизация",
|
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"module.optimize.description": "Ручной рубильник FPS: пока включён — без стекла/blur, с лёгкими пост-проходами, без шумных процедурных слоёв неба и без покадровых анимаций HUD.",
|
||||
"setting.optimize.no_glass": "Без стекла/blur",
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"setting.optimize.lite_post": "Лёгкий пост-процесс",
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"setting.optimize.lite_sky": "Простое небо",
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"setting.optimize.lean_hud": "Лёгкий HUD",
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"module.fpsoptimizer.name": "Оптимизация FPS",
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"module.fpsoptimizer.description": "Ручные тумблеры для снижения нагрузки рендера: ванильные частицы, фоновый шейдер меню, стекло/блюр, блум/свечение, отсечение сущностей за экраном.",
|
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"setting.fpsoptimizer.disable_particles": "Отключить частицы",
|
||||
|
|
|
|||
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|
@ -273,9 +273,18 @@ void main() {
|
|||
vec2 nebulaUvB = rot2(0.74) * flow * 0.58 + vec2(-t * 0.21, t * 0.33);
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||||
vec2 auroraUv = vec2(flow.x * 0.42 + sin(flow.y * 0.23 + t * 0.36) * 0.85 + t * 0.20,
|
||||
rayW.y * 2.25 + sin(flow.x * 0.18 - t * 0.28) * 0.34);
|
||||
float proceduralNebula = skyFbmScalar2(nebulaUvA) * 0.62 + skyFbmScalar2(nebulaUvB + 4.7) * 0.38;
|
||||
float proceduralVeil = smoothstep(0.46, 0.86, skyFbmScalar2(auroraUv * 1.15 + 8.3));
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||||
float proceduralCurtain = smoothstep(0.16, 0.86, sin(auroraUv.x * 2.8 + skyFbmScalar2(auroraUv * 0.85) * 5.4) * 0.5 + 0.5);
|
||||
float proceduralNebula = 0.0;
|
||||
float proceduralVeil = 0.0;
|
||||
float proceduralCurtain = 0.0;
|
||||
// Noise detail is only consumed by the fbm-backed layers; Optimize.lite_sky clears their
|
||||
// bits, so skip the four unconditional fbm evals (12 value-noise samples per pixel).
|
||||
if (layerNebula > 0.5 || layerDetailCurtains > 0.5 || layerPolarArc > 0.5
|
||||
|| layerWaterVeil > 0.5 || layerCaustics > 0.5 || layerRefractedAurora > 0.5
|
||||
|| layerDetailStars > 0.5) {
|
||||
proceduralNebula = skyFbmScalar2(nebulaUvA) * 0.62 + skyFbmScalar2(nebulaUvB + 4.7) * 0.38;
|
||||
proceduralVeil = smoothstep(0.46, 0.86, skyFbmScalar2(auroraUv * 1.15 + 8.3));
|
||||
proceduralCurtain = smoothstep(0.16, 0.86, sin(auroraUv.x * 2.8 + skyFbmScalar2(auroraUv * 0.85) * 5.4) * 0.5 + 0.5);
|
||||
}
|
||||
float proceduralStarDust = 0.0;
|
||||
vec3 detailRaw = vec3(
|
||||
proceduralVeil * proceduralCurtain * 0.72 + proceduralNebula * 0.12,
|
||||
|
|
@ -379,39 +388,44 @@ void main() {
|
|||
float largeTwinkle = starTwinkleByStrength(sin(largeTwinklePhase) * 0.5 + 0.5, 0.48, 1.43);
|
||||
float largeStars = (largeDot * 0.86 + largeHalo * 0.20 + largeCross * 0.18) * largeSelect * starMask * largeTwinkle;
|
||||
|
||||
vec2 burstUv = rayW.xz / max(rayW.y + 1.05, 0.20);
|
||||
burstUv += vec2(rawTime * 0.0018, -rawTime * 0.0011);
|
||||
vec2 burstGrid = burstUv * 4.8;
|
||||
vec2 burstCell = floor(burstGrid);
|
||||
vec2 burstLocal = fract(burstGrid) - 0.5;
|
||||
float burstSeed = hash21(burstCell + 31.6);
|
||||
vec2 burstOffset = vec2(hash21(burstCell + 12.4), hash21(burstCell + 88.9)) - 0.5;
|
||||
vec2 burstVec = burstLocal - burstOffset * 0.66;
|
||||
float burstDist = length(burstVec);
|
||||
float burstAngle = atan(burstVec.y, burstVec.x);
|
||||
float burstPhase = fract(rawTime * 0.030 + burstSeed);
|
||||
float burstGate = smoothstep(0.885, 0.970, burstSeed);
|
||||
float burstLife = smoothstep(0.010, 0.060, burstPhase) * (1.0 - smoothstep(0.245, 0.390, burstPhase));
|
||||
float burstEase = burstPhase * burstPhase * (3.0 - 2.0 * burstPhase);
|
||||
float burstRadius = 0.030 + burstEase * 0.42;
|
||||
float burstRing = 1.0 - smoothstep(0.010, 0.046, abs(burstDist - burstRadius));
|
||||
float burstInnerRing = 1.0 - smoothstep(0.010, 0.040, abs(burstDist - burstRadius * 0.55));
|
||||
float burstHalo = (1.0 - smoothstep(0.020, burstRadius * 1.42 + 0.06, burstDist)) * 0.38;
|
||||
float burstCore = 1.0 - smoothstep(0.000, 0.034, burstDist);
|
||||
float burstPetal = 0.5 + 0.5 * sin(burstAngle * 6.0 + burstDist * 16.0 - burstPhase * 10.0 + burstSeed * 6.2831);
|
||||
burstPetal = smoothstep(0.54, 0.94, burstPetal);
|
||||
float burstRay = 0.5 + 0.5 * sin(burstAngle * 11.0 - burstDist * 9.0 + burstSeed * 9.17);
|
||||
burstRay = smoothstep(0.66, 0.98, burstRay) * (1.0 - smoothstep(0.06, 0.34, burstDist));
|
||||
vec2 sparkGrid = burstVec * 12.0 + vec2(0.5);
|
||||
vec2 sparkCell = floor(sparkGrid);
|
||||
vec2 sparkLocal = fract(sparkGrid) - 0.5;
|
||||
float sparkSeed = hash21(sparkCell + burstCell * 3.1);
|
||||
float sparkDist = length(sparkLocal - (vec2(hash21(sparkCell + 3.4), hash21(sparkCell + 18.6)) - 0.5) * 0.55);
|
||||
float sparkShell = 1.0 - smoothstep(0.055, 0.180, abs(length((sparkCell + 0.5) / 12.0) - burstRadius * 0.86));
|
||||
float burstSpark = (1.0 - smoothstep(0.010, 0.044, sparkDist)) * smoothstep(0.74, 0.96, sparkSeed) * sparkShell;
|
||||
float burstMask = smoothstep(-0.05, 0.50, rayW.y) * (1.0 - horizon * 0.40);
|
||||
float burst = (burstRing * (0.62 + burstPetal * 0.42) + burstInnerRing * 0.32 + burstHalo + burstCore * 0.28 + burstRay * 0.24 + burstSpark * 0.42)
|
||||
* burstLife * burstGate * burstMask * layerBursts;
|
||||
// Burst sparkles are pure ALU and only feed `burst`; skip the whole block when off
|
||||
// (Optimize.lite_sky clears this bit too).
|
||||
float burst = 0.0;
|
||||
if (layerBursts > 0.5) {
|
||||
vec2 burstUv = rayW.xz / max(rayW.y + 1.05, 0.20);
|
||||
burstUv += vec2(rawTime * 0.0018, -rawTime * 0.0011);
|
||||
vec2 burstGrid = burstUv * 4.8;
|
||||
vec2 burstCell = floor(burstGrid);
|
||||
vec2 burstLocal = fract(burstGrid) - 0.5;
|
||||
float burstSeed = hash21(burstCell + 31.6);
|
||||
vec2 burstOffset = vec2(hash21(burstCell + 12.4), hash21(burstCell + 88.9)) - 0.5;
|
||||
vec2 burstVec = burstLocal - burstOffset * 0.66;
|
||||
float burstDist = length(burstVec);
|
||||
float burstAngle = atan(burstVec.y, burstVec.x);
|
||||
float burstPhase = fract(rawTime * 0.030 + burstSeed);
|
||||
float burstGate = smoothstep(0.885, 0.970, burstSeed);
|
||||
float burstLife = smoothstep(0.010, 0.060, burstPhase) * (1.0 - smoothstep(0.245, 0.390, burstPhase));
|
||||
float burstEase = burstPhase * burstPhase * (3.0 - 2.0 * burstPhase);
|
||||
float burstRadius = 0.030 + burstEase * 0.42;
|
||||
float burstRing = 1.0 - smoothstep(0.010, 0.046, abs(burstDist - burstRadius));
|
||||
float burstInnerRing = 1.0 - smoothstep(0.010, 0.040, abs(burstDist - burstRadius * 0.55));
|
||||
float burstHalo = (1.0 - smoothstep(0.020, burstRadius * 1.42 + 0.06, burstDist)) * 0.38;
|
||||
float burstCore = 1.0 - smoothstep(0.000, 0.034, burstDist);
|
||||
float burstPetal = 0.5 + 0.5 * sin(burstAngle * 6.0 + burstDist * 16.0 - burstPhase * 10.0 + burstSeed * 6.2831);
|
||||
burstPetal = smoothstep(0.54, 0.94, burstPetal);
|
||||
float burstRay = 0.5 + 0.5 * sin(burstAngle * 11.0 - burstDist * 9.0 + burstSeed * 9.17);
|
||||
burstRay = smoothstep(0.66, 0.98, burstRay) * (1.0 - smoothstep(0.06, 0.34, burstDist));
|
||||
vec2 sparkGrid = burstVec * 12.0 + vec2(0.5);
|
||||
vec2 sparkCell = floor(sparkGrid);
|
||||
vec2 sparkLocal = fract(sparkGrid) - 0.5;
|
||||
float sparkSeed = hash21(sparkCell + burstCell * 3.1);
|
||||
float sparkDist = length(sparkLocal - (vec2(hash21(sparkCell + 3.4), hash21(sparkCell + 18.6)) - 0.5) * 0.55);
|
||||
float sparkShell = 1.0 - smoothstep(0.055, 0.180, abs(length((sparkCell + 0.5) / 12.0) - burstRadius * 0.86));
|
||||
float burstSpark = (1.0 - smoothstep(0.010, 0.044, sparkDist)) * smoothstep(0.74, 0.96, sparkSeed) * sparkShell;
|
||||
float burstMask = smoothstep(-0.05, 0.50, rayW.y) * (1.0 - horizon * 0.40);
|
||||
burst = (burstRing * (0.62 + burstPetal * 0.42) + burstInnerRing * 0.32 + burstHalo + burstCore * 0.28 + burstRay * 0.24 + burstSpark * 0.42)
|
||||
* burstLife * burstGate * burstMask * layerBursts;
|
||||
}
|
||||
|
||||
float detailDome = smoothstep(-0.18, 0.76, rayW.y) * (1.0 - horizon * 0.62);
|
||||
float detailNebula = smoothstep(0.055, 0.42, detailWideLum) * detailDome * layerNebula;
|
||||
|
|
|
|||
|
|
@ -58,6 +58,10 @@ float fbm(vec3 p) {
|
|||
float a = 0.5;
|
||||
vec3 shift = vec3(100.0);
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
// u_Thunder.w = Optimize.lite_sky: 2 octaves instead of 4 (half the noise samples).
|
||||
if (i >= 2 && u_Thunder.w > 0.5) {
|
||||
break;
|
||||
}
|
||||
v += a * noise(p);
|
||||
p = p * 2.0 + shift;
|
||||
a *= 0.5;
|
||||
|
|
|
|||
|
|
@ -58,6 +58,10 @@ float fbm(vec3 p) {
|
|||
float a = 0.5;
|
||||
vec3 shift = vec3(100.0);
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
// u_Thunder.w = Optimize.lite_sky: 2 octaves instead of 4 (half the noise samples).
|
||||
if (i >= 2 && u_Thunder.w > 0.5) {
|
||||
break;
|
||||
}
|
||||
v += a * noise(p);
|
||||
p = p * 2.0 + shift;
|
||||
a *= 0.5;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue